freedreno/ir3: stop hard-coding FS input regs
[mesa.git] / src / gallium / drivers / freedreno / ir3 / ir3_shader.h
1 /* -*- mode: C; c-file-style: "k&r"; tab-width 4; indent-tabs-mode: t; -*- */
2
3 /*
4 * Copyright (C) 2014 Rob Clark <robclark@freedesktop.org>
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice (including the next
14 * paragraph) shall be included in all copies or substantial portions of the
15 * Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
18 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
21 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
22 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
23 * SOFTWARE.
24 *
25 * Authors:
26 * Rob Clark <robclark@freedesktop.org>
27 */
28
29 #ifndef IR3_SHADER_H_
30 #define IR3_SHADER_H_
31
32 #include "pipe/p_state.h"
33 #include "compiler/shader_enums.h"
34 #include "util/bitscan.h"
35
36 #include "ir3.h"
37 #include "disasm.h"
38
39 struct glsl_type;
40
41 /* driver param indices: */
42 enum ir3_driver_param {
43 /* compute shader driver params: */
44 IR3_DP_NUM_WORK_GROUPS_X = 0,
45 IR3_DP_NUM_WORK_GROUPS_Y = 1,
46 IR3_DP_NUM_WORK_GROUPS_Z = 2,
47 IR3_DP_LOCAL_GROUP_SIZE_X = 4,
48 IR3_DP_LOCAL_GROUP_SIZE_Y = 5,
49 IR3_DP_LOCAL_GROUP_SIZE_Z = 6,
50 /* NOTE: gl_NumWorkGroups should be vec4 aligned because
51 * glDispatchComputeIndirect() needs to load these from
52 * the info->indirect buffer. Keep that in mind when/if
53 * adding any addition CS driver params.
54 */
55 IR3_DP_CS_COUNT = 8, /* must be aligned to vec4 */
56
57 /* vertex shader driver params: */
58 IR3_DP_VTXID_BASE = 0,
59 IR3_DP_VTXCNT_MAX = 1,
60 /* user-clip-plane components, up to 8x vec4's: */
61 IR3_DP_UCP0_X = 4,
62 /* .... */
63 IR3_DP_UCP7_W = 35,
64 IR3_DP_VS_COUNT = 36 /* must be aligned to vec4 */
65 };
66
67 /**
68 * For consts needed to pass internal values to shader which may or may not
69 * be required, rather than allocating worst-case const space, we scan the
70 * shader and allocate consts as-needed:
71 *
72 * + SSBO sizes: only needed if shader has a get_buffer_size intrinsic
73 * for a given SSBO
74 *
75 * + Image dimensions: needed to calculate pixel offset, but only for
76 * images that have a image_store intrinsic
77 */
78 struct ir3_driver_const_layout {
79 struct {
80 uint32_t mask; /* bitmask of SSBOs that have get_buffer_size */
81 uint32_t count; /* number of consts allocated */
82 /* one const allocated per SSBO which has get_buffer_size,
83 * ssbo_sizes.off[ssbo_id] is offset from start of ssbo_sizes
84 * consts:
85 */
86 uint32_t off[PIPE_MAX_SHADER_BUFFERS];
87 } ssbo_size;
88
89 struct {
90 uint32_t mask; /* bitmask of images that have image_store */
91 uint32_t count; /* number of consts allocated */
92 /* three const allocated per image which has image_store:
93 * + cpp (bytes per pixel)
94 * + pitch (y pitch)
95 * + array_pitch (z pitch)
96 */
97 uint32_t off[PIPE_MAX_SHADER_IMAGES];
98 } image_dims;
99 };
100
101 /* Configuration key used to identify a shader variant.. different
102 * shader variants can be used to implement features not supported
103 * in hw (two sided color), binning-pass vertex shader, etc.
104 */
105 struct ir3_shader_key {
106 union {
107 struct {
108 /*
109 * Combined Vertex/Fragment shader parameters:
110 */
111 unsigned ucp_enables : 8;
112
113 /* do we need to check {v,f}saturate_{s,t,r}? */
114 unsigned has_per_samp : 1;
115
116 /*
117 * Vertex shader variant parameters:
118 */
119 unsigned binning_pass : 1;
120 unsigned vclamp_color : 1;
121
122 /*
123 * Fragment shader variant parameters:
124 */
125 unsigned color_two_side : 1;
126 unsigned half_precision : 1;
127 /* used when shader needs to handle flat varyings (a4xx)
128 * for front/back color inputs to frag shader:
129 */
130 unsigned rasterflat : 1;
131 unsigned fclamp_color : 1;
132 };
133 uint32_t global;
134 };
135
136 /* bitmask of sampler which needs coords clamped for vertex
137 * shader:
138 */
139 uint16_t vsaturate_s, vsaturate_t, vsaturate_r;
140
141 /* bitmask of sampler which needs coords clamped for frag
142 * shader:
143 */
144 uint16_t fsaturate_s, fsaturate_t, fsaturate_r;
145
146 /* bitmask of ms shifts */
147 uint32_t vsamples, fsamples;
148
149 /* bitmask of samplers which need astc srgb workaround: */
150 uint16_t vastc_srgb, fastc_srgb;
151 };
152
153 static inline bool
154 ir3_shader_key_equal(struct ir3_shader_key *a, struct ir3_shader_key *b)
155 {
156 /* slow-path if we need to check {v,f}saturate_{s,t,r} */
157 if (a->has_per_samp || b->has_per_samp)
158 return memcmp(a, b, sizeof(struct ir3_shader_key)) == 0;
159 return a->global == b->global;
160 }
161
162 /* will the two keys produce different lowering for a fragment shader? */
163 static inline bool
164 ir3_shader_key_changes_fs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
165 {
166 if (last_key->has_per_samp || key->has_per_samp) {
167 if ((last_key->fsaturate_s != key->fsaturate_s) ||
168 (last_key->fsaturate_t != key->fsaturate_t) ||
169 (last_key->fsaturate_r != key->fsaturate_r) ||
170 (last_key->fsamples != key->fsamples) ||
171 (last_key->fastc_srgb != key->fastc_srgb))
172 return true;
173 }
174
175 if (last_key->fclamp_color != key->fclamp_color)
176 return true;
177
178 if (last_key->color_two_side != key->color_two_side)
179 return true;
180
181 if (last_key->half_precision != key->half_precision)
182 return true;
183
184 if (last_key->rasterflat != key->rasterflat)
185 return true;
186
187 if (last_key->ucp_enables != key->ucp_enables)
188 return true;
189
190 return false;
191 }
192
193 /* will the two keys produce different lowering for a vertex shader? */
194 static inline bool
195 ir3_shader_key_changes_vs(struct ir3_shader_key *key, struct ir3_shader_key *last_key)
196 {
197 if (last_key->has_per_samp || key->has_per_samp) {
198 if ((last_key->vsaturate_s != key->vsaturate_s) ||
199 (last_key->vsaturate_t != key->vsaturate_t) ||
200 (last_key->vsaturate_r != key->vsaturate_r) ||
201 (last_key->vsamples != key->vsamples) ||
202 (last_key->vastc_srgb != key->vastc_srgb))
203 return true;
204 }
205
206 if (last_key->vclamp_color != key->vclamp_color)
207 return true;
208
209 if (last_key->ucp_enables != key->ucp_enables)
210 return true;
211
212 return false;
213 }
214
215 struct ir3_shader_variant {
216 struct fd_bo *bo;
217
218 /* variant id (for debug) */
219 uint32_t id;
220
221 struct ir3_shader_key key;
222
223 struct ir3_driver_const_layout const_layout;
224 struct ir3_info info;
225 struct ir3 *ir;
226
227 /* the instructions length is in units of instruction groups
228 * (4 instructions for a3xx, 16 instructions for a4xx.. each
229 * instruction is 2 dwords):
230 */
231 unsigned instrlen;
232
233 /* the constants length is in units of vec4's, and is the sum of
234 * the uniforms and the built-in compiler constants
235 */
236 unsigned constlen;
237
238 /* number of uniforms (in vec4), not including built-in compiler
239 * constants, etc.
240 */
241 unsigned num_uniforms;
242
243 unsigned num_ubos;
244
245 /* About Linkage:
246 * + Let the frag shader determine the position/compmask for the
247 * varyings, since it is the place where we know if the varying
248 * is actually used, and if so, which components are used. So
249 * what the hw calls "outloc" is taken from the "inloc" of the
250 * frag shader.
251 * + From the vert shader, we only need the output regid
252 */
253
254 bool frag_coord, frag_face, color0_mrt;
255
256 /* NOTE: for input/outputs, slot is:
257 * gl_vert_attrib - for VS inputs
258 * gl_varying_slot - for VS output / FS input
259 * gl_frag_result - for FS output
260 */
261
262 /* varyings/outputs: */
263 unsigned outputs_count;
264 struct {
265 uint8_t slot;
266 uint8_t regid;
267 } outputs[16 + 2]; /* +POSITION +PSIZE */
268 bool writes_pos, writes_psize;
269
270 /* attributes (VS) / varyings (FS):
271 * Note that sysval's should come *after* normal inputs.
272 */
273 unsigned inputs_count;
274 struct {
275 uint8_t slot;
276 uint8_t regid;
277 uint8_t compmask;
278 uint8_t ncomp;
279 /* location of input (ie. offset passed to bary.f, etc). This
280 * matches the SP_VS_VPC_DST_REG.OUTLOCn value (a3xx and a4xx
281 * have the OUTLOCn value offset by 8, presumably to account
282 * for gl_Position/gl_PointSize)
283 */
284 uint8_t inloc;
285 /* vertex shader specific: */
286 bool sysval : 1; /* slot is a gl_system_value */
287 /* fragment shader specific: */
288 bool bary : 1; /* fetched varying (vs one loaded into reg) */
289 bool rasterflat : 1; /* special handling for emit->rasterflat */
290 enum glsl_interp_mode interpolate;
291 } inputs[16 + 2]; /* +POSITION +FACE */
292
293 /* sum of input components (scalar). For frag shaders, it only counts
294 * the varying inputs:
295 */
296 unsigned total_in;
297
298 /* For frag shaders, the total number of inputs (not scalar,
299 * ie. SP_VS_PARAM_REG.TOTALVSOUTVAR)
300 */
301 unsigned varying_in;
302
303 /* do we have one or more texture sample instructions: */
304 bool has_samp;
305
306 /* do we have one or more SSBO instructions: */
307 bool has_ssbo;
308
309 /* do we have kill instructions: */
310 bool has_kill;
311
312 /* Layout of constant registers, each section (in vec4). Pointer size
313 * is 32b (a3xx, a4xx), or 64b (a5xx+), which effects the size of the
314 * UBO and stream-out consts.
315 */
316 struct {
317 /* user const start at zero */
318 unsigned ubo;
319 /* NOTE that a3xx might need a section for SSBO addresses too */
320 unsigned ssbo_sizes;
321 unsigned image_dims;
322 unsigned driver_param;
323 unsigned tfbo;
324 unsigned immediate;
325 } constbase;
326
327 unsigned immediates_count;
328 struct {
329 uint32_t val[4];
330 } immediates[64];
331
332 /* for astc srgb workaround, the number/base of additional
333 * alpha tex states we need, and index of original tex states
334 */
335 struct {
336 unsigned base, count;
337 unsigned orig_idx[16];
338 } astc_srgb;
339
340 /* shader variants form a linked list: */
341 struct ir3_shader_variant *next;
342
343 /* replicated here to avoid passing extra ptrs everywhere: */
344 enum shader_t type;
345 struct ir3_shader *shader;
346 };
347
348 typedef struct nir_shader nir_shader;
349
350 struct ir3_shader {
351 enum shader_t type;
352
353 /* shader id (for debug): */
354 uint32_t id;
355 uint32_t variant_count;
356
357 /* so we know when we can disable TGSI related hacks: */
358 bool from_tgsi;
359
360 struct ir3_compiler *compiler;
361
362 nir_shader *nir;
363 struct pipe_stream_output_info stream_output;
364
365 struct ir3_shader_variant *variants;
366 };
367
368 void * ir3_shader_assemble(struct ir3_shader_variant *v, uint32_t gpu_id);
369
370 struct ir3_shader * ir3_shader_create(struct ir3_compiler *compiler,
371 const struct pipe_shader_state *cso, enum shader_t type,
372 struct pipe_debug_callback *debug);
373 struct ir3_shader *
374 ir3_shader_create_compute(struct ir3_compiler *compiler,
375 const struct pipe_compute_state *cso,
376 struct pipe_debug_callback *debug);
377 void ir3_shader_destroy(struct ir3_shader *shader);
378 struct ir3_shader_variant * ir3_shader_variant(struct ir3_shader *shader,
379 struct ir3_shader_key key, struct pipe_debug_callback *debug);
380 void ir3_shader_disasm(struct ir3_shader_variant *so, uint32_t *bin, FILE *out);
381 uint64_t ir3_shader_outputs(const struct ir3_shader *so);
382
383 struct fd_ringbuffer;
384 struct fd_context;
385 void ir3_emit_vs_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring,
386 struct fd_context *ctx, const struct pipe_draw_info *info);
387 void ir3_emit_fs_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring,
388 struct fd_context *ctx);
389 void ir3_emit_cs_consts(const struct ir3_shader_variant *v, struct fd_ringbuffer *ring,
390 struct fd_context *ctx, const struct pipe_grid_info *info);
391
392 int
393 ir3_glsl_type_size(const struct glsl_type *type);
394
395 static inline const char *
396 ir3_shader_stage(struct ir3_shader *shader)
397 {
398 switch (shader->type) {
399 case SHADER_VERTEX: return "VERT";
400 case SHADER_FRAGMENT: return "FRAG";
401 case SHADER_COMPUTE: return "CL";
402 default:
403 unreachable("invalid type");
404 return NULL;
405 }
406 }
407
408 /*
409 * Helper/util:
410 */
411
412 #include "pipe/p_shader_tokens.h"
413
414 static inline int
415 ir3_find_output(const struct ir3_shader_variant *so, gl_varying_slot slot)
416 {
417 int j;
418
419 for (j = 0; j < so->outputs_count; j++)
420 if (so->outputs[j].slot == slot)
421 return j;
422
423 /* it seems optional to have a OUT.BCOLOR[n] for each OUT.COLOR[n]
424 * in the vertex shader.. but the fragment shader doesn't know this
425 * so it will always have both IN.COLOR[n] and IN.BCOLOR[n]. So
426 * at link time if there is no matching OUT.BCOLOR[n], we must map
427 * OUT.COLOR[n] to IN.BCOLOR[n]. And visa versa if there is only
428 * a OUT.BCOLOR[n] but no matching OUT.COLOR[n]
429 */
430 if (slot == VARYING_SLOT_BFC0) {
431 slot = VARYING_SLOT_COL0;
432 } else if (slot == VARYING_SLOT_BFC1) {
433 slot = VARYING_SLOT_COL1;
434 } else if (slot == VARYING_SLOT_COL0) {
435 slot = VARYING_SLOT_BFC0;
436 } else if (slot == VARYING_SLOT_COL1) {
437 slot = VARYING_SLOT_BFC1;
438 } else {
439 return 0;
440 }
441
442 for (j = 0; j < so->outputs_count; j++)
443 if (so->outputs[j].slot == slot)
444 return j;
445
446 debug_assert(0);
447
448 return 0;
449 }
450
451 static inline int
452 ir3_next_varying(const struct ir3_shader_variant *so, int i)
453 {
454 while (++i < so->inputs_count)
455 if (so->inputs[i].compmask && so->inputs[i].bary)
456 break;
457 return i;
458 }
459
460 struct ir3_shader_linkage {
461 uint8_t max_loc;
462 uint8_t cnt;
463 struct {
464 uint8_t regid;
465 uint8_t compmask;
466 uint8_t loc;
467 } var[32];
468 };
469
470 static inline void
471 ir3_link_add(struct ir3_shader_linkage *l, uint8_t regid, uint8_t compmask, uint8_t loc)
472 {
473 int i = l->cnt++;
474
475 debug_assert(i < ARRAY_SIZE(l->var));
476
477 l->var[i].regid = regid;
478 l->var[i].compmask = compmask;
479 l->var[i].loc = loc;
480 l->max_loc = MAX2(l->max_loc, loc + util_last_bit(compmask));
481 }
482
483 static inline void
484 ir3_link_shaders(struct ir3_shader_linkage *l,
485 const struct ir3_shader_variant *vs,
486 const struct ir3_shader_variant *fs)
487 {
488 int j = -1, k;
489
490 while (l->cnt < ARRAY_SIZE(l->var)) {
491 j = ir3_next_varying(fs, j);
492
493 if (j >= fs->inputs_count)
494 break;
495
496 if (fs->inputs[j].inloc >= fs->total_in)
497 continue;
498
499 k = ir3_find_output(vs, fs->inputs[j].slot);
500
501 ir3_link_add(l, vs->outputs[k].regid,
502 fs->inputs[j].compmask, fs->inputs[j].inloc);
503 }
504 }
505
506 static inline uint32_t
507 ir3_find_output_regid(const struct ir3_shader_variant *so, unsigned slot)
508 {
509 int j;
510 for (j = 0; j < so->outputs_count; j++)
511 if (so->outputs[j].slot == slot)
512 return so->outputs[j].regid;
513 return regid(63, 0);
514 }
515
516 static inline uint32_t
517 ir3_find_sysval_regid(const struct ir3_shader_variant *so, unsigned slot)
518 {
519 int j;
520 for (j = 0; j < so->inputs_count; j++)
521 if (so->inputs[j].sysval && (so->inputs[j].slot == slot))
522 return so->inputs[j].regid;
523 return regid(63, 0);
524 }
525
526 /* calculate register footprint in terms of half-regs (ie. one full
527 * reg counts as two half-regs).
528 */
529 static inline uint32_t
530 ir3_shader_halfregs(const struct ir3_shader_variant *v)
531 {
532 return (2 * (v->info.max_reg + 1)) + (v->info.max_half_reg + 1);
533 }
534
535 #endif /* IR3_SHADER_H_ */